Baseball card game

ABSTRACT

Provided is a method  10  for playing a baseball card game. The game is typically played by two players over a predetermined number of innings, as is known in the art of baseball games. The game generally comprises various sets of playing cards that are used in conjunction with a player&#39;s collection of baseball cards. As such, a preferred embodiment of the game (represented by method steps  10 ) includes a set of play cards that provide gameplay options, a set of pitch cards that provide pitching options, and a set of bat cards that provide batting options.

TECHNICAL FIELD

This invention relates to a baseball card game, in general, and more particularly to a method for playing a baseball card, a baseball card board game, a computer readable medium of instructions for such a game, and a computer program product for use in a suitable processing system enabling associated gameplay.

BACKGROUND ART

The following discussion of the background art is intended to facilitate an understanding of the present invention only. The discussion is not an acknowledgement or admission that any of the material referred to is or was part of the common general knowledge as at the priority date of the application.

A baseball card is historically a type of trading card relating to baseball, usually printed on some type of paper stock or card stock. In more recent times, baseball cards are also electronically available and tradeable, i.e. virtual baseball cards. A baseball card will usually feature one or more baseball players or other baseball-related sports figures.

The front of the baseball card typically displays an image of the player with identifying information, including, but not limited to, the player's name and team affiliation. The reverse of most modern baseball cards displays statistics and/or biographical information. Many early baseball cards displayed advertisements for a particular brand or company on the back.

Baseball games including the use of baseball cards are known in the art. However, these games typically do not simulate a real game situation between two teams wherein the happens. Most known baseball card games use predetermined sequences, some involving a game board, spinners or a random number generator, such as a die or dice.

The current description seeks to propose possible improvements to the known art. In particular, the current description also accommodates a baseball card game using electronic or virtual baseball cards.

SUMMARY OF THE INVENTION

It is to be appreciated that reference to the term ‘player’ herein is to be understood to refer to either a single player or a group of players representing a single side of a two-player game.

According to an aspect of the invention there is provided a method for playing a baseball card game by two players over a predetermined number of innings, the game comprising a set of play cards providing gameplay options, a set of pitch cards providing pitching options, and a set of bat cards providing batting options, the method comprising the steps of:

from a set of collectible baseball cards each showing unique team member statistics, each player selects a predetermined amount of baseball cards to represent members of a baseball team;

from the set of pitch cards, each player selects a predetermined number of pitch cards;

from the set of bat cards, each player selects a predetermined number of bat cards; and

for each inning of play, the players simulate respective pitcher/batter confrontations by:

-   -   (i) from the set of play cards, each player selects a         predetermined number of play cards;     -   (ii) from each selected baseball team, each player designates         team members representing pitchers, batters and fielders;     -   (iii) a first player plays a first and second pitch cards and a         second player plays a first and second bat cards;     -   (iv) using at least one gameplay table, matching the designated         pitcher and batter statistics with the pitch and bat options on         the played pitch and bat cards to determine a gameplay outcome;     -   (v) depending on the gameplay outcome, from the selected play         cards, each player plays at least one play card to influence the         gameplay outcome; and     -   (vi) the players reverse roles to finalise the inning, until the         predetermined number of innings have been played;         wherein the gameplay outcome of each inning is recorded         according to the regular rules of baseball in order to determine         which player wins the game.

It is to be appreciated that the collectible baseball cards each showing unique team member statistics may display statistics related to any aspect of the game of baseball. As such, the statistics may include an earned-run-average (ERA), number of innings pitched, a batting average, numbers of at-bats for a season, registered doubles, triples or home runs, number of steals, etc.

Preferably, the step of selecting a predetermined number of collectible baseball cards comprises selecting thirteen baseball cards.

Typically, the step of selecting baseball cards to represent a baseball team includes selecting cards according to team-building rules.

Preferably, but not limiting, the team-building rules require a team to be comprised of the following members: (i) three pitchers, (ii) one catcher, (iii) one designated hitter, (iv) one pinch runner, and (v) seven regular players or fielders for a total of thirteen team members.

Typically, the team-building rules require a team to be selected up to a predetermined aggregate point level.

The aggregate point level may be determined by the sum of respective team member point levels as determined by each team member's statistics.

Typically, a point level for a pitcher is determined by subtracting said pitcher's ERA from eight and rounding the result up to the nearest whole number.

Typically, a point level for a batter is determined by multiplying said batter's batting average by ten and rounding the result down to the nearest half number.

Typically, a batter's point level is increased by one if said batter has any registered doubles as part of that batter's statistics.

Typically, a batter's point level is increased by one if said batter has any registered triples as part of that batter's statistics.

Typically, a batter's point level is increased by two if said batter has any registered home runs as part of that batter's statistics.

Typically, a batter's point level is increased by one if said batter has more than ten steals as part of that batter's statistics.

Typically, the predetermined aggregate point level is represented by the following ranges:

-   -   (i) —up to 75 points indicates a franchise team;     -   (ii) 75 to 85 indicates an all-star team; and     -   (iii) more than 85 indicates a legends team.

Typically, the pitch cards are selected from a group indicated by the following table:

Off Speed - First Card Pitcher - Second Card 1 Curve Ball 1 Inside Strike 2 Slider 2 Inside Ball 3 Knuckle Ball 3 Outside Strike 4 ChangeUp 4 Outside Ball 5 High Strike Fast Balls - First Card 6 High Ball 5 Fast Ball 100+ 7 Low Strike 6 Fast Ball 95-99 8 Low Ball 7 Fast Ball <95 9 Bunt Defence 8 Fast Ball 2 Seam 10 Sacrifice Fly Defence

Typically, the bat cards are selected from a group indicated by the following table:

At Bat - First Card At Bat - Second Card 1 Fast Ball 100+ 1 Inside Strike 2 Fast Ball 95-99 2 Inside Ball 3 Fast Ball <95 3 Outside Strike 4 Fast Ball 2 Seam 4 Outside Ball 5 Off Speed - Curve Ball 5 High Strike 6 Off Speed - Slider 6 High Ball 7 Off Speed - Knuckle Ball 7 Low Strike 8 Off Speed - ChangeUp 8 Low Ball 9 Take The Pitch 10 Bunt - Fast Ball 11 Bunt - Off Speed 12 Sacrifice Flyball - Fast Ball 13 Sacrifice Flyball - Off Speed 14 Hit Batter

Typically, the play cards are selected from a group indicated by the following table:

PLAY CARD RESULTS OF PLAY CARD\DESCRIPTION Offensive Steal 2^(nd) When you have a runner on 1^(st) base play “Take the Base Pitch” as an At - Bat card and then play this card to advance your base runner to 2^(nd)! Steal 3^(rd) When you have a runner on 2^(nd) base play “Take the Base Pitch” as an At - Bat card and then play this card to advance your base runner to 3^(rd)! Steal Home Play after you play a “Wild Pitch” play card and advance your 3^(rd) base runner to home! Delayed Play if you have runners at 1^(st) & 3^(rd). If the Steal 1^(st) 3^(rd) Defence doesn't have a card to play both players are safe. Error If played on an outfield hit the fielder drops Outfield the ball and the batter makes 1^(st). Other base runners advance a base. Error If played on an infield hit the fielder drops the Infield ball and the batter makes 1^(st). Other base runners do not advance. Error The catcher allows a passed ball, base runners Catcher advance a base. Error The baseman does not make the catch for the out, Baseman 1^(st) makes the base and could make 2^(nd) if combined with a Steal 2^(nd) card. Other base runners advance a base, two if required by the above. Safe! Play when the Offense is trying to make an out. Safe Hit Play this card to turn an Uncontrolled Foul into a controlled foul (not out) OR a Controlled Foul into a safe 1^(st) base hit. Tag Up 1^(st) Play in direct response to defensive card “Pick Base Off Base Runner”. Tag Up 2^(nd) Play in direct response to defensive card “Pick Base Off Base Runner”. Tag Up 3^(rd) Play in direct response to defensive card “Pick Base Off Base Runner”. Check Swing Play to check your swing after the result of the “At - Bat” pitch has been determined. Hit 2^(nd) Base Play when the result of the “At - Bat” pitch which can result in a 2 base hit. Hit 3^(rd) Base Play when the result of the “At - Bat” pitch which can result in a 3 base hit. Hit HOME Play when the result of the “At - Bat” pitch which RUN! can result in ANY. Errant Pitch Play when the result of the “At - Bat” pitch doesn't go your way, it was an obvious ball you wouldn't swing at that . . . Wild Pitch That one just got away from the Pitcher AND Catcher . . . lots of things can happen . . . Wild Throw - That infield out was not made due to a wild Infield throw. Wild Throw - Take another base as the outfielder just threw it Outfield away due to a wild throw. Defensive Foul Ball That base hit just became a foul ball. Fly Ball That base hit just became a flyball. Ground Out That base hit just became a groundout. Robbed A ball that was to be a Home Run is caught over the fence by an outfielder. Outfielder The outfielder fields and throws the runner out Throw (Hm) at home plate. Outfielder The outfielder fields and throws the runner out Throw (2^(nd)) at 2^(nd) base. Outfielder The outfielder fields and throws the runner out Throw (3^(rd)) at 3^(rd) base. Amazing A ball that should have been safe is caught by a Catch fully laid out catch. Catcher The catcher throws the runner out at 1^(st) base. Throws Out (1^(st)) Catcher The catcher throws the runner out at 2^(nd) base. Throws Out (2^(nd)) Catcher The catcher throws the runner out at 3^(rd) base. Throws Out (3^(rd)) Rundown Base runner, whatever base, is caught in a run - down situation and is out. Catch A ball that should have been safe is caught. Tagged The base runner is tagged when trying to reach a base, he is out. Defensive The shift is on, any first base hits to right Shift field are fielded and out instead. Double Play Has to be a runner on base. The play results in a double play, two outs go in the book. Triple Play Has to be two runners on base. The batter is caught, 2^(nd) or 3^(rd) is tagged and the remaining runner is thrown out trying to recover his baser. Note: this can be played to end an innings if an out is already in the book. Did He Go? Home plate umpire calls to 1^(st) base (or 3^(rd)) to see if the batter played a shot. The field umpire calls the strike - “Yes he Did!” Infielder The infielder fields and throws the runner out at Throw (Hm) home plate. Infielder The infielder fields and throws the runner out at Throw (1^(st)) 1^(st) base. Infielder The infielder fields and throws the runner out at Throw (2^(nd)) 2^(nd) base. Infielder The infielder fields and throws the runner out at Throw (3^(rd)) 3^(rd) base. Pick - Off The pitcher picks off a base runner who got greedy. Skills - Manager Go to The Manager decides it's time for a pitching Bullpen change. Put in your reliever or closer. Go to That Manager consults his playbook - select 3 cards from either (but not both) your Discard or Playbook Play piles, place these cards in your hand. Discard cards if you hand contains more than 7 cards. Challenge The Manager challenges the call - flip a coin, if Call the Manager wins the call is overturned. Goes to the The Manager goes to the mound and tells the Mound pitcher to “change his Stuff”. If the pitcher can he can change up to 4 “pitcher” cards out - or pretend too! Pinch Runner The guys on base can't steal but this guy can! Put in the pinch runner. Skills - Player Cards Skilled +2 pitcher cards for this pitcher. Pitcher Power Shot Any hit on this card goes for an extra base. Controlled Any out or controlled foul becomes a safe hit. An Hit uncontrolled foul becomes a controlled foul. Speed In The This guy normally can steal a base but now his Order feet have wings and he can steal bases. Slow Runner Play on an opponent's base runner if he can steal bases, now he can't. Fast Pitch For this at - bat the pitcher can throw at +5 mph. On A Heater This batter is in career best form and gets +0.05 to batting average. This card remains in play for the rest of the game. Throwing The pitcher's ERA is reduced by 1. This card Bombs remains in play for 2 innings.

Typically, the gameplay table is represented by:

At Bat - Fast Ball (100+ mph) Matched UnMatched Other Fast Off Batter 100+ 100+ Ball Speed Pitcher ERA Avg Result Result Result Result 0-1 400+ Any Any 1st - 2nd Foul - C 1-2 350+ Any 1st - 2nd 1st Foul - C 2-3 300+ Any 1st Foul - C Foul - UC 3-4 250+ 1st Foul - C Foul - C Foul - UC 5-6 200+ Foul - Foul - UC Foul - UC Strike UC 6+ Other Strike Strike Strike Strike Strike Strike Strike Strike Strike Strike Strike Strike wherein the indicated terms mean:

-   -   (i) ‘Any’—any play card can be played to gain extra bases, such         as Hit 2^(nd) Base, 3^(rd) Base and finally a home run. A         ‘Caught’ play card can be played against all but a Home Run         which requires a ‘Robbed’ play card;     -   (ii) ‘1^(st)-2^(nd)’, —a player can automatically take 1^(st)         Base or play a Hit 2^(nd) Base and take 2^(nd). A ‘Caught’ play         card can be played against these results to get an out;     -   (iii) ‘Foul C’—controlled foul, can only be caught out if a         ‘Caught’ play card is played;     -   (iv) ‘Foul UC’—an uncontrolled foul which is automatically         caught; and     -   (v) ‘Strike’—represents a strike.

Typically, the gameplay table is represented by:

At Bat-Off Speed (ChangeUp) Matched UnMatched Other Off Pitcher ChangeUP ChangeUp Speed FastBall ERA Batter Avg Result Result Result Result 0-1 400+ Any Any 1st-3rd Foul-C 1-2 350+ Any Any 1st-2nd Foul-C 2-3 300+ Any 1st-3rd 1st Foul- UC 3-4 250+ Any 1st-2nd 1st Foul- UC 5-6 200+ Any 1st Foul-C Strike 6+ Other 1st-2nd 1st Foul-UC Strike Foul-C Foul-C Strike Strike Foul-UC Foul-UC Strike Strike wherein the indicated terms mean:

-   -   (i) ‘Any’—any play card can be played to gain extra bases, such         as Hit 2^(nd) Base, 3^(rd) Base and finally a home run. A         ‘Caught’ play card can be played against all but a Home Run         which requires a ‘Robbed’ play card;     -   (ii) ‘1^(st)-2^(nd)’, —a player can automatically take 1^(st)         Base or play a Hit 2^(nd) Base and take 2^(nd). A ‘Caught’ play         card can be played against these results to get an out;     -   (iii) ‘Foul C’—controlled foul, can only be caught out if a         ‘Caught’ play card is played;     -   (iv) ‘Foul UC’—an uncontrolled foul which is automatically         caught; and     -   (v) ‘Strike’—represents a strike.

Preferably, the step of selecting a predetermined number of pitch cards comprises selecting ten pitch cards.

Preferably, the step of selecting a predetermined number of bat cards comprises selecting twelve bat cards.

Preferably, the step of selecting a predetermined number of play cards comprises selecting five play cards.

According to a further aspect of the invention there is provided a baseball card board game comprising a playing surface with a baseball diamond indicium thereon, said playing surface further defining designated positions for each of a set of play cards, a set of pitch cards, a set of bat cards, and a selection of collectible baseball cards representative of members of a baseball team, to allow a baseball card game according to the preceding aspect of the invention to be played on the playing surface.

According to a further aspect of the invention there is provided a computer readable medium of instructions for a game, the computer readable medium of instructions configured to enable the above method steps for a baseball card game to be performed when executed by suitable processing means.

According to a yet further aspect of the invention there is provided a computer program product for use in a suitable processing system, said computer program product comprising instructions for enabling a baseball card game in accordance with the above aspect of the invention to be performed.

BRIEF DESCRIPTION OF THE DRAWINGS

Further features of the present invention are more fully described in the following description of several non-limiting embodiments thereof. This description is included solely for the purposes of exemplifying the present invention. It should not be understood as a restriction on the broad summary, disclosure or description of the invention as set out above. The description will be made with reference to the accompanying drawings in which:

FIG. 1 is a diagrammatic representation of one possible mode of method steps, in accordance with an aspect of the invention; and

FIG. 2 is a diagrammatic representation of an example of a playing surface of a baseball card board game, in accordance with an aspect of the invention.

DESCRIPTION OF EMBODIMENTS

The following modes, given by way of example only, are described in order to provide a more precise understanding of the subject matter of a preferred embodiment or embodiments.

In the figures, incorporated to illustrate features of an example embodiment, like reference numerals are used to identify like parts throughout the figures.

Method steps for playing a baseball card game is generally indicated by reference numeral 10. The game is typically played by two players over a predetermined number of innings, as is known in the art of baseball games.

The game generally comprises various sets of playing cards that are used in conjunction with a player's collection of baseball cards. As such, a preferred embodiment of the game (represented by method steps 10) includes a set of play cards that provide gameplay options, a set of pitch cards that provide pitching options, and a set of bat cards that provide batting options. Examples of these sets of play, pitch and bat cards are described in more detail below.

In general, the method 10 comprises a number of steps, as shown. A first step 12 typically comprises each player selecting a predetermined amount of baseball cards to represent members of a baseball team. These cards are typically selected from player's collection of collectible baseball cards that each shows unique baseball player or team member statistics, as is well known in the art.

For example, such collectible baseball cards may display statistics related to any aspect of the game of baseball, such as an earned-run-average (ERA), number of innings pitched, a batting average, numbers of at-bats for a season, registered doubles, triples or home runs, number of steals, etc.

In a preferred mode of the invention, the step 12 of selecting a predetermined number of collectible baseball cards comprises each player selecting thirteen baseball cards. In addition, the step 12 of each player selecting baseball cards to represent a baseball team includes selecting cards according to team-building rules.

In a preferred, but non-limiting, mode, these team-building rules require a team to be comprised of the following members: (i) three pitchers, (ii) one catcher, (iii) one designated hitter, (iv) one pinch runner, and (v) seven regular players or fielders for a total of thirteen team members.

In addition, the team-building rules may also require a team to be selected up to a predetermined aggregate point level. Such an aggregate point level may be determined by the sum of respective team member point levels as determined by each team member's statistics. For example, an example of such a predetermined aggregate point level could be represented by the following ranges:

-   -   (i) —up to 75 points indicates a franchise team;     -   (ii) 75 to 85 indicates an all-star team; and     -   (iii) more than 85 indicates a legends team.

The players typically decide the types of teams (franchise, all-star, legends, etc.) and the corresponding number of points they wish to select for playing the game with.

One example for calculating an aggregate point level is now described where each team member (as represented by a collectible baseball card) is worth a number of points based on that team member's statistics. Typically, a point level for a pitcher is determined by subtracting said pitcher's ERA from eight and rounding the result up to the nearest whole number.

Similarly, a point level for a batter is determined by multiplying said batter's batting average by ten and rounding the result down to the nearest half number. A batter's point level is increased by one point if said batter has any registered doubles as part of that batter's statistics.

Furthermore, a batter's point level is increased by one point if said batter has any registered triples as part of that batter's statistics, and a batter's point level is increased by two points if said batter has any registered home runs as part of that batter's statistics. In addition, a batter's point level is increased by one point if said batter has more than ten steals as part of that batter's statistics.

For example, a pitcher team member named ‘Clayton Kershaw’ has an ERA statistic of 1.2. By applying the above rules, i.e. 8−1.2=6.8, which is rounded-up 7 points, making ‘Clayton Kershaw’ worth 7 points.

For a batter team member with a batting average statistic of 0.256, when applying the above rules, yields 0.256×10=2.56, which rounds down to the nearest half number as 2.5. If the batter has any registered doubles, one point is added. If the batter has any registered triples, one point is added. If the batter has any registered Home Runs, two points are added. If the batter has more than 10 steals as part of the statistics, one point is added. In this manner, a batter with a batting average of 0.355 who can hit doubles, triples, home runs and steal bases would be worth 8.5, i.e. 0.355×10=3.55˜3.5+1+1+2+1=8.5.

Examples of further team-building rules may include that a batter must have had at least 30 at-bats for the season to qualify for the step 12 of team selection, that starting pitchers must have pitched a minimum of 100 innings for the season to be eligible, that relieving pitchers must have pitched a minimum of 50 innings for the season to be eligible, that closer pitchers must have pitched in a minimum of 10 games for the season, if a game goes to extra innings beyond the 10^(th) an additional 8 point BullPen will be awarded, and/or the like.

The method 10 further includes the step 14 of, from the set of pitch cards, each player selects a predetermined number of pitch cards, and the step 16 of, from the set of bat cards, each player selects a predetermined number of bat cards.

In a preferred embodiment, the pitch cards are selected from a group indicated by the following table:

Off Speed-First Card 1 Curve Ball 2 Slider 3 Knuckle Ball 4 ChangeUp Fast Balls-First Card 5 Fast Ball 100+ 6 Fast Ball 95-99 7 Fast Ball <95 8 Fast Ball 2 Seam Pitcher-Second Card 1 Inside Strike 2 Inside Ball 3 Outside Strike 4 Outside Ball 5 High Strike 6 High Ball 7 Low Strike 8 Low Ball 9 Bunt Defence 10 Sacrifice Fly Defence

As such, pitcher 1st cards 1 to 8 and 2nd cards 1 to are self-explanatory under the conventional practices, interactions and rules of baseball. The ‘Bunt Defence’ pitch card means that the defensive team is prepared for a bunt and as such automatically get the out at first. If a runner is already at 1st they will make it to 2nd if no other play card is played. The ‘Bunt defence’ pitch card always counts as a strike for the purposes of “matching” pitcher and batter cards.

The ‘Sac Fly Defence’ pitch card means that the defensive team is prepared for a Sacrifice fly ball and automatically get the out for the catch and keep a runner at 1st. If a runner is at 2nd or 3^(rd), they make it to the next base, subject to no other play cards being played. The ‘Sacrifice Fly Defence’ pitch card always counts as a ball for the purposes of “matching” pitcher and batter cards.

Similarly, in a preferred embodiment, the bat cards are selected from a group indicated by the following table:

At Bat-First Card 1 Fast Ball 100+ 2 Fast Ball 95-99 3 Fast Ball <95 4 Fast Ball 2 Seam 5 Off Speed-Curve Ball 6 Off Speed-Slider 7 Off Speed-Knuckle Ball 8 Off Speed-ChangeUp 9 Take The Pitch 10 Bunt-Fast Ball 11 Bunt-Off Speed 12 Sacrifice Flyball-Fast Ball 13 Sacrifice Flyball-Off Speed 14 Hit Batter At Bat-Second Card 1 Inside Strike 2 Inside Ball 3 Outside Strike 4 Outside Ball 5 High Strike 6 High Ball 7 Low Strike 8 Low Ball

The bat cards are, once again, interpreted under the conventional practices, interactions and rules of baseball. By way of example, the ‘Take The Pitch’ bat card means that the batter takes the pitch be it a ball or a strike. Similarly, the ‘Hit Batter’ bat card means that the batter takes the pitch and if it is an inside ball is struck and therefore gets an automatic walk.

Once each player has made their respective selections 14 and 16 of pitch and bat cards, gameplay for each inning of play can commence. For each inning of play, the players simulate respective pitcher/batter confrontations by:

-   -   (i) from the set of play cards, each player selects 18 a         predetermined number of play cards;     -   (ii) from each selected baseball team, each player designates 20         team members representing pitchers, batters and fielders;     -   (iii) as indicated by method step 22, a first player plays a         first and second pitch cards and a second player plays a first         and second bat cards, as described above;     -   (iv) using 24 at least one gameplay table (described in more         detail below), the players match the designated pitcher and         batter statistics with the pitch and bat options on the played         pitch and bat cards to determine a gameplay outcome;     -   (v) depending on the gameplay outcome, from the selected play         cards, each player plays 26 at least one play card to influence         the gameplay outcome; and     -   (vi) the players reverse roles 28 to finalise the inning, until         the predetermined number of innings have been played.

For step (v) above, it is to be appreciated that no cards may be played where the gameplay outcome stipulated by the gameplay table specifies it. Similarly, the gameplay table may allow a player to play more than one play card.

In addition, for step (vi), in a preferred mode and in accordance with the conventional practices of baseball, three ‘outs’ are played first per side before the players reverse roles, i.e. three batters must be recorded as struck or run out, for example, before the pitching team assumes the role of the batting team, and vice versa.

In this manner, the gameplay outcome of each inning is recorded 30 according to the regular rules of baseball in order to determine which player wins the game. Once the agreed upon number of innings have been played, as indicated by decision step 32, the game comes to an end 34 and the recorded outcomes of all the played innings 30 determines which player won the game.

Based on the above description, it is to be appreciated that the play cards form an important part of the game method 10. As such, in a preferred embodiment, the play cards are typically selected from a group indicated by the following table:

PLAY CARD RESULTS OF PLAY CARD\DESCRIPTION Offensive Steal 2^(nd) When you have a runner on 1^(st) base play “Take the Base Pitch” as an At-Bat card and then play this card to advance your base runner to 2^(nd)! Steal 3^(rd) When you have a runner on 2^(nd) base play “Take the Base Pitch” as an At-Bat card and then play this card to advance your base runner to 3^(rd)! Steal Home Play after you play a “Wild Pitch” play card and advance your 3^(rd) base runner to home! Delayed Play if you have runners at 1^(st) & 3^(rd). If the Steal 1^(st) 3^(rd) Defence doesn't have a card to play both players are safe. Error If played on an outfield hit the fielder drops Outfield the ball and the batter makes 1^(st). Other base runners advance a base. Error If played on an infield hit the fielder drops the Infield ball and the batter makes 1^(st). Other base runners do not advance. Error The catcher allows a passed ball, base runners Catcher advance a base. Error The baseman does not make the catch for the out, Baseman 1^(st) makes the base and could make 2^(nd) if combined with a Steal 2^(nd) card. Other base runners advance a base, two if required by the above. Safe! Play when the Offense is trying to make an out. Safe Hit Play this card to turn an Uncontrolled Foul into a controlled foul (not out) OR a Controlled Foul into a safe 1^(st) base hit. Tag Up 1^(st) Play in direct response to defensive card “Pick Base Off Base Runner”. Tag Up 2^(nd) Play in direct response to defensive card “Pick Base Off Base Runner”. Tag Up 3^(rd) Play in direct response to defensive card “Pick Base Off Base Runner”. Check Swing Play to check your swing after the result of the “At-Bat” pitch has been determined. Hit 2^(nd) Base Play when the result of the “At-Bat” pitch which can result in a 2 base hit. Hit 3^(rd) Base Play when the result of the “At-Bat” pitch which can result in a 3 base hit. Hit HOME Play when the result of the “At-Bat” pitch which RUN! can result in ANY. Errant Pitch Play when the result of the “At-Bat” pitch doesn't go your way, it was an obvious ball you wouldn't swing at that . . . Wild Pitch That one just got away from the Pitcher AND Catcher . . . lots of things can happen . . . Wild Throw - That infield out was not made due to a wild Infield throw. Wild Throw - Take another base as the outfielder just threw it Outfield away due to a wild throw. Defensive Foul Ball That base hit just became a foul ball. Fly Ball That base hit just became a flyball. Ground Out That base hit just became a groundout. Robbed A ball that was to be a Home Run is caught over the fence by an outfielder. Outfielder The outfielder fields and throws the runner out Throw (Hm) at home plate. Outfielder The outfielder fields and throws the runner out Throw (2^(nd)) at 2^(nd) base. Outfielder The outfielder fields and throws the runner out Throw (3^(rd)) at 3^(rd) base. Amazing A ball that should have been safe is caught by a Catch fully laid out catch. Catcher The catcher throws the runner out at 1^(st) base. Throws Out (1^(st)) Catcher The catcher throws the runner out at 2^(nd) base. Throws Out (2^(nd)) Catcher The catcher throws the runner out at 3^(rd) base. Throws Out (3^(rd)) Rundown Base runner, whatever base, is caught in a run- down situation and is out. Catch A ball that should have been safe is caught. Tagged The base runner is tagged when trying to reach a base, he is out. Defensive The shift is on, any first base hits to right Shift field are fielded and out instead. Double Play Has to be a runner on base. The play results in a double play, two outs go in the book. Triple Play Has to be two runners on base. The batter is caught, 2^(nd) or 3^(rd) is tagged and the remaining runner is thrown out trying to recover his baser. Note: this can be played to end an innings if an out is already in the book. Did He Go? Home plate umpire calls to 1^(st) base (or 3^(rd)) to see if the batter played a shot. The field umpire calls the strike-“Yes he Did!” Infielder The infielder fields and throws the runner out at Throw (Hm) home plate. Infielder The infielder fields and throws the runner out at Throw (1^(st)) 1^(st) base. Infielder The infielder fields and throws the runner out at Throw (2^(nd)) 2^(nd) base. Infielder The infielder fields and throws the runner out at Throw (3^(rd)) 3^(rd) base. Pick-Off The pitcher picks off a base runner who got greedy. Skills - Manager Go to The Manager decides it's time for a pitching Bullpen change. Put in your reliever or closer. Go to That Manager consults his playbook-select 3 Playbook cards from either (but not both) your Discard or Play piles, place these cards in your hand. Discard cards if you hand contains more than 7 cards. Challenge The Manager challenges the call-flip a coin, if Call the Manager wins the call is overturned. Goes to the The Manager goes to the mound and tells the Mound pitcher to “change his Stuff”. If the pitcher can he can change up to 4 “pitcher” cards out-or pretend too! Pinch Runner The guys on base can't steal but this guy can! Put in the pinch runner. Skills - Player Cards Skilled +2 pitcher cards for this pitcher. Pitcher Power Shot Any hit on this card goes for an extra base. Controlled Any out or controlled foul becomes a safe hit. An Hit uncontrolled foul becomes a controlled foul. Speed In The This guy normally can steal a base but now his Order feet have wings and he can steal bases. Slow Runner Play on an opponent's base runner if he can steal bases, now he can't. Fast Pitch For this at-bat the pitcher can throw at +5 mph. On A Heater This batter is in career best form and gets +0.05 batting average. This card remains in play for the rest of the game. Throwing The pitchers ERA is reduced by 1. This card Bombs remains in play for 2 innings.

However, it is to be appreciated that different play cards may be used and that the above cards are merely illustrative of one example of play cards.

In addition, one example of the gameplay table is represented by:

At Bat-Fast Ball (100+ mph) Matched UnMatched Other Fast Off Pitcher 100+ 100+ Ball Speed ERA Batter Avg Result Result Result Result 0-1 400+ Any Any 1st-2nd Foul-C 1-2 350+ Any 1st-2nd 1st Foul-C 2-3 300+ Any 1st Foul-C Foul- UC 3-4 250+ 1st Foul-C Foul-C Foul- UC 5-6 200+ Foul- Foul-UC Foul-UC Strike UC 6+ Other Strike Strike Strike Strike Strike Strike Strike Strike Strike Strike Strike Strike wherein the indicated terms mean:

-   -   (i) ‘Any’—any play card can be played to gain extra bases, such         as Hit 2^(nd) Base, 3^(rd) Base and finally a home run. A         ‘Caught’ play card can be played against all but a Home Run         which requires a ‘Robbed’ play card;     -   (ii) ‘1^(st)-2^(nd)’, —a player can automatically take 1^(st)         Base or play a Hit 2^(nd) Base and take 2^(nd). A ‘Caught’ play         card can be played against these results to get an out;     -   (iii) ‘Foul C’—controlled foul, can only be caught out if a         ‘Caught’ play card is played;     -   (iv) ‘Foul UC’—an uncontrolled foul which is automatically         caught; and     -   (v) ‘Strike’—represents a strike.

A further embodiment of the gameplay table is represented by:

At Bat-Off Speed (ChangeUp) Matched UnMatched Other Off Pitcher ChangeUP ChangeUp Speed FastBall ERA Batter Avg Result Result Result Result 0-1 400+ Any Any 1st-3rd Foul-C 1-2 350+ Any Any 1st-2nd Foul-C 2-3 300+ Any 1st-3rd 1st Foul- UC 3-4 250+ Any 1st-2nd 1st Foul- UC 5-6 200+ Any 1st Foul-C Strike 6+ Other 1st-2nd 1st Foul-UC Strike Foul-C Foul-C Strike Strike Foul-UC Foul-UC Strike Strike wherein the indicated terms mean:

-   -   (i) ‘Any’—any play card can be played to gain extra bases, such         as Hit 2^(nd) Base, 3^(rd) Base and finally a home run. A         ‘Caught’ play card can be played against all but a Home Run         which requires a ‘Robbed’ play card;     -   (ii) ‘1^(st)-2^(nd)’, —a player can automatically take 1^(st)         Base or play a Hit 2^(nd) Base and take 2^(nd). A ‘Caught’ play         card can be played against these results to get an out;     -   (iii) ‘Foul C’—controlled foul, can only be caught out if a         ‘Caught’ play card is played;     -   (iv) ‘Foul UC’—an uncontrolled foul which is automatically         caught; and     -   (v) ‘Strike’—represents a strike.

It is to be appreciated that different examples or embodiments of the game may feature different gameplay tables and that the above examples are non-limiting.

In a preferred embodiment of the game method 10, the step of selecting a predetermined number of pitch cards comprises selecting ten pitch cards, the step of selecting a predetermined number of bat cards comprises selecting twelve bat cards, and the step of selecting a predetermined number of play cards comprises selecting five play cards.

A more detailed example of gameplay and rules according to the above described modes are now given. In order to play the game 10, first have each player verifies that the other player's team conforms to the type of game agreed to play. Game length shall be either 3, 6 or 9 innings. Games shall run extra innings until a clear winner is determined.

A player may only have 10 Pitch cards in that player's selected Pitch Pile. These pitch cards can be any combination of 1^(st) or 2^(nd) Pitch cards, as according to the above table of pitch card. A player has access to all of these selected pitch cards during that player's Pitching Half-Inning.

A player may only have 12 Bat or At-Bat cards in that player's Batter Pile. These bat cards can be any combination of 1^(st) or 2^(nd) At-Bat cards, as per the above table of bat cards. A player has access to all of these bat cards during that player's Batting Half-Inning.

A game is played on a neutral surface or a game board (as described in more detail below). The first team to bat will be selected by a best of three coin toss, where the winner bats. In a further mode, a coin toss may also determine who gets home field advantage, or the like.

At the start of each inning, each player places the selected collectible baseball team cards in the correct fielding positions on the game board, with the batting line-up also indicated on the game board. The batting order or line-up changes at every half inning, as per the regular rules of baseball.

Pitch count is taken during the game, where starting pitchers suffer a 0.5 ERA penalty for every 10 pitchers above 85 in the game. This simulates a situation where the deeper a pitcher goes, the more fatigued they will become and hence easier to hit. This rule is reduced to 65+ for Reliever pitchers and 35+ for Closer pitchers. The Manager has the option to go to the Bullpen at each of these intervals even if they do not hold that Play Card.

Hits per innings, errors and runs shall be recorded to determine who wins the game as with normal baseball. A player may only select “1^(st) Pitch” cards that the actual pitcher can throw, if he can't throw a knuckle ball in real life then he can't throw one in the game. Otherwise, other instructions or rules on the play cards must be followed.

An inning is played as follows:

-   (i) Players draw 5 play cards from their play pile. -   (ii) The Pitcher & Batter conduct an At-Bat. -   (iii) Both players may play relevant play cards as they need. -   (iv) The Half-Inning continues until 3 outs are made. -   (v) Both players may draw ONE additional play card at the     Half-Inning to a maximum of 7 play cards in your hand, any more than     this must be discarded. -   (vi) Conduct the bottom of the inning as for the top of the inning. -   (vii) At the end of the Inning draw 2 play cards to a maximum of 7     play cards in your hand, any more than this must be discarded. A     player may discard 2 play cards in order to draw from the play pile. -   (viii) Move on to the next Inning and play until the agreed number     of Innings for the game has been reached.

An example of an At-Bat is as follows: the Pitcher selects a 1^(st) and 2^(nd) Pitch card and lays them face down. The Batter does likewise for his Batter cards. The Pitcher plays his 1^(st) card which is a ‘Fast Ball 100+’ and a 2^(nd) card which is ‘Inside Strike’. The pitcher has an ERA of 2.6.

In response, the Batter plays a 1^(st) card which is ‘Fast Ball 95-99’ and a ‘2^(nd) card’ which is ‘High Ball’. The batter has a batting average of 0.355.

On these gameplay actions, the players then consult the gameplay table, namely the following At-Bat Chart:

Find the table for the Pitchers 1^(st) Card, in this case Fast Ball 100+. The Pitcher's ERA becomes the worst result the pitcher can get unless he is outclassed by the batter. The Pitcher is outclassed when the Batter has a better batting average than the Pitcher's ERA. This is the case in this example. As such, move up one row to the Batter's batting average row.

Now compare the column representing the Bat card's selections, in this example the batter selected ‘Fast Ball 95-99 mph’. From the gameplay table, the result is that the batter knocks a ground ball out to left field for a single. Left field is based on the assumption that the batter is right-handed and that the pitch is an inside pitch.

Now if the Batter had an average of 200+ the result would have been an “Uncontrolled Foul Ball” which is automatically caught. In this example, the Pitcher has this Batter's measure.

In order to determine where the ball goes in the field, a pitch inside to a left-handed batter goes to right field, conversely a pitch away goes to left field. Similarly, a pitch inside to a right handed batter goes to left field, conversely a pitch away goes to right field. Accordingly, a pitch high or low to either batters go to left centre field.

A further example is where the Pitcher plays a 1^(st) card which is a ‘ChangeUp’ and a 2^(nd) card which is ‘Outside Ball’. The pitcher has an ERA of 3.8.

The Batter plays a 1^(st) card being a ‘ChangeUp’ and a 2^(nd) card being an ‘Inside Strike’. The batter has a batting average of 0.255. From the following At-Bat Chart:

As shown, the Pitcher's ERA row is highlighted, namely Pitcher ERA 3.8. The Batter has picked the correct pitch but did not manage to select the correct strike zone area, incorrectly picking an inside strike when it was aimed as a ball away. As such the UnMatched column is highlighted.

The Batter's batting average is now compared to the Pitchers ERA and is found to be a match, therefore the result is ‘1^(st)-2^(nd)’, as shown. This means if the batter does not play a ‘Hit 2^(nd) Base’ play card, then the batter automatically takes 1^(st) base. If the fielding team has the “Ground Out” play card and plays it then the batter is out.

In this manner, the predetermined number of innings is played and the outcomes recorded 30, until the game ends 34 and a winner is evident.

With reference now to FIG. 2, there is shown a baseball card board game 40 comprising a playing surface 42 with a baseball diamond indicium 44 thereon, as shown. The 42 playing surface further defines designated positions or areas for each of the sets of cards or individual cards.

In this example, areas 46 denotes fielding positions, 48 denotes a catcher's position, 50 denotes a batter's position, 52 and 54 denote a batting line-up for the respective players, 56 and 58 denote areas for the respective player's pinch runners, 60 denotes positions for the bat cards (as described above) or pitch cards depending on if you are batting or fielding, 62 denotes positions for the play cards (as described above), 64 denotes bullpen positions, and 66 denotes the pitcher's position.

In this manner, the respective cards, i.e. collectible baseball cards indicative of the respective team members, the play cards, the bat cards and the pitch cards are positioned on the game board 40. The game method 10 is then played on the playing surface 42.

It must be appreciated that the above examples of pitch cards, bat cards, play cards and gameplay tables are illustrative only and must be construed as non-limiting. Other examples of the game and method 10 may have different pitch cards, bat cards, play cards and gameplay tables and such variations all fall within the scope of the invention.

It is to be appreciated that the invention also provides for a computer readable medium of instructions for a game, with the computer readable medium of instructions configured to enable the above method steps for a baseball card game to be performed when executed by suitable processing means.

Similarly, the invention also provides for a computer program product for use in a suitable processing system, said computer program product comprising instructions for enabling a baseball card game in accordance with the above aspects of the invention to be performed.

For example, a mobile phone application or ‘app’ may represent such a computer program product or instructions which, when executed on a mobile phone, enables a player or networked players to play the above-described game according to the method steps above.

Optional embodiments of the present invention may also be said to broadly consist in the parts, elements and features referred to or indicated herein, individually or collectively, in any or all combinations of two or more of the parts, elements or features, and wherein specific integers are mentioned herein which have known equivalents in the art to which the invention relates, such known equivalents are deemed to be incorporated herein as if individually set forth.

Although a preferred embodiment has been described in detail, it should be understood that various changes, substitutions, and alterations can be made by one of ordinary skill in the art without departing from the scope of the present invention.

It is to be appreciated that reference to “one example” or “an example” of the invention is not made in an exclusive sense. Accordingly, one example may exemplify certain aspects of the invention, whilst other aspects are exemplified in a different example. These examples are intended to assist the skilled person in performing the invention and are not intended to limit the overall scope of the invention in any way unless the context clearly indicates otherwise.

It is to be understood that the terminology employed above is for the purpose of description and should not be regarded as limiting. The described embodiment is intended to be illustrative of the invention, without limiting the scope thereof. The invention is capable of being practised with various modifications and additions as will readily occur to those skilled in the art.

The use of any and all examples, or exemplary language (e.g., “such as”) provided herein, is intended merely to better illuminate one or more embodiments and does not pose a limitation on the scope of any claimed subject matter unless otherwise stated. No language in the specification should be construed as indicating any non-claimed subject matter as essential to the practice of the claimed subject matter.

The use of words that indicate orientation or direction of travel is not to be considered limiting. Thus, words such as “front”, “back”, “rear”, “side”, “up”, down”, “upper”, “lower”, “top”, “bottom”, “forwards”, “backwards”, “towards”, “distal”, “proximal”, “in”, “out” and synonyms, antonyms and derivatives thereof have been selected for convenience only, unless the context indicates otherwise. The inventor envisages that various exemplary embodiments of the claimed subject matter can be supplied in any particular orientation and the claimed subject matter is intended to include such orientations.

The use of the terms “a”, “an”, “said”, “the”, and/or similar referents in the context of describing various embodiments are to be construed to cover both the singular and the plural, unless otherwise indicated herein or clearly contradicted by context. The terms “comprising,” “having,” “including,” and “containing” are to be construed as open-ended terms (i.e., meaning “including, but not limited to,”) unless otherwise noted. 

1. A method for playing a baseball card game by two players over a predetermined number of innings, the game comprising a set of play cards providing gameplay options, a set of pitch cards providing pitching options, and a set of bat cards providing batting options, the method comprising the steps of: from a set of collectible baseball cards each showing unique team member statistics, each player selects a predetermined amount of baseball cards to represent members of a baseball team; from the set of pitch cards, each player selects a predetermined number of pitch cards; from the set of bat cards, each player selects a predetermined number of bat cards; and for each inning of play, the players simulate respective pitcher/batter confrontations by: (i) from the set of play cards, each player selects a predetermined number of play cards; (ii) from each selected baseball team, each player designates team members representing pitchers, batters and fielders; (iii) a first player plays a first and second pitch cards and a second player plays a first and second bat cards; (iv) using at least one gameplay table, matching the designated pitcher and batter statistics with the pitch and bat options on the played pitch and bat cards to determine a gameplay outcome; (v) depending on the gameplay outcome, from the selected play cards, each player plays at least one play card to influence the gameplay outcome; and (vi) the players reverse roles to finalise the inning, until the predetermined number of innings have been played; wherein the gameplay outcome of each inning is recorded according to the regular rules of baseball in order to determine which player wins the game.
 2. The method of claim 1, wherein the collectible baseball cards displays statistics selected from a group consisting of an earned-run-average (ERA), number of innings pitched, a batting average, numbers of at-bats for a season, registered doubles, triples or home runs, and number of steals.
 3. The method of claim 1, wherein the step of selecting a predetermined number of collectible baseball cards comprises selecting thirteen baseball cards.
 4. The method of claim 1, wherein the step of selecting baseball cards to represent a baseball team includes selecting cards according to team-building rules.
 5. The method of claim 4, wherein the team-building rules require a team to be comprised of the following members: (i) three pitchers, (ii) one catcher, (iii) one designated hitter, (iv) one pinch runner, and (v) seven regular players or fielders for a total of thirteen team members.
 6. The method of claim 5, wherein the team-building rules require a team to be selected up to a predetermined aggregate point level.
 7. The method of claim 6, wherein the aggregate point level is determined by the sum of respective team member point levels as determined by each team member's statistics.
 8. The method of claim 7, wherein a point level for a pitcher is determined by subtracting said pitcher's ERA from eight and rounding the result up to the nearest whole number.
 9. The method of claim 7, wherein a point level for a batter is determined by multiplying said batter's batting average by ten and rounding the result down to the nearest half number.
 10. The method of claim 9, wherein a batter's point level is increased by one if said batter has any registered doubles as part of that batter's statistics.
 11. The method of claim 6, wherein the predetermined aggregate point level is represented by the following ranges: (i) —up to 75 points indicates a franchise team; (ii) 75 to 85 indicates an all-star team; and (iii) more than 85 indicates a legends team.
 12. The method of claim 1, wherein the pitch cards are selected from a group indicated by the following table: Off Speed-First Card 1 Curve Ball 2 Slider 3 Knuckle Ball 4 ChangeUp Fast Balls-First Card 5 Fast Ball 100+ 6 Fast Ball 95-99 7 Fast Ball <95 8 Fast Ball 2 Seam Pitcher-Second Card 1 Inside Strike 2 Inside Ball 3 Outside Strike 4 Outside Ball 5 High Strike 6 High Ball 7 Low Strike 8 Low Ball 9 Bunt Defence 10 Sacrifice Fly Defence


13. The method of claim 1, wherein the bat cards are selected from a group indicated by the following table: At Bat-First Card 1 Fast Ball 100+ 2 Fast Ball 95-99 3 Fast Ball <95 4 Fast Ball 2 Seam 5 Off Speed-Curve Ball 6 Off Speed-Slider 7 Off Speed-Knuckle Ball 8 Off Speed-ChangeUp 9 Take The Pitch 10 Bunt-Fast Ball 11 Bunt-Off Speed 12 Sacrifice Flyball-Fast Ball 13 Sacrifice Flyball-Off Speed 14 Hit Batter At Bat-Second Card 1 Inside Strike 2 Inside Ball 3 Outside Strike 4 Outside Ball 5 High Strike 6 High Ball 7 Low Strike 8 Low Ball


14. The method of claim 1, wherein the play cards are selected from a group indicated by the following table: PLAY CARD RESULTS OF PLAY CARD\DESCRIPTION Offensive Steal 2^(nd) When you have a runner on 1^(st) base play “Take the Base Pitch” as an At-Bat card and then play this card to advance your base runner to 2^(nd)! Steal 3^(rd) When you have a runner on 2^(nd) base play “Take the Base Pitch” as an At-Bat card and then play this card to advance your base runner to 3^(rd)! Steal Home Play after you play a “Wild Pitch” play card and advance your 3^(rd) base runner to home! Delayed Play if you have runners at 1^(st) & 3^(rd). If the Steal 1^(st) 3^(rd) Defence doesn't have a card to play both players are safe. Error If played on an outfield hit the fielder drops Outfield the ball and the batter makes 1^(st). Other base runners advance a base. Error If played on an infield hit the fielder drops the Infield ball and the batter makes 1^(st). Other base runners do not advance. Error The catcher allows a passed ball, base runners Catcher advance a base. Error The baseman does not make the catch for the out, Baseman 1^(st) makes the base and could make 2^(nd) if combined with a Steal 2^(nd) card. Other base runners advance a base, two if required by the above. Safe! Play when the Offense is trying to make an out. Safe Hit Play this card to turn an Uncontrolled Foul into a controlled foul (not out) OR a Controlled Foul into a safe 1^(st) base hit. Tag Up 1^(st) Play in direct response to defensive card “Pick Base Off Base Runner”. Tag Up 2^(nd) Play in direct response to defensive card “Pick Base Off Base Runner”. Tag Up 3^(rd) Play in direct response to defensive card “Pick Base Off Base Runner”. Check Swing Play to check your swing after the result of the “At-Bat” pitch has been determined. Hit 2^(nd) Base Play when the result of the “At-Bat” pitch which can result in a 2 base hit. Hit 3^(rd) Base Play when the result of the “At-Bat” pitch which can result in a 3 base hit. Hit HOME Play when the result of the “At-Bat” pitch which RUN! can result in ANY. Errant Pitch Play when the result of the “At-Bat” pitch doesn't go your way, it was an obvious ball you wouldn't swing at that . . . Wild Pitch That one just got away from the Pitcher AND Catcher . . . lots of things can happen . . . Wild Throw - That infield out was not made due to a wild Infield throw. Wild Throw - Take another base as the outfielder just threw it Outfield away due to a wild throw. Defensive Foul Ball That base hit just became a foul ball. Fly Ball That base hit just became a flyball. Ground Out That base hit just became a groundout. Robbed A ball that was to be a Home Run is caught over the fence by an outfielder. Outfielder The outfielder fields and throws the runner out Throw (Hm) at home plate. Outfielder The outfielder fields and throws the runner out Throw (2^(nd)) at 2^(nd) base. Outfielder The outfielder fields and throws the runner out Throw (3^(rd)) at 3^(rd) base. Amazing A ball that should have been safe is caught by a Catch fully laid out catch. Catcher The catcher throws the runner out at 1^(st) base. Throws Out (1^(st)) Catcher The catcher throws the runner out at 2^(nd) base. Throws Out (2^(nd)) Catcher The catcher throws the runner out at 3^(rd) base. Throws Out (3^(rd)) Rundown Base runner, whatever base, is caught in a run- down situation and is out. Catch A ball that should have been safe is caught. Tagged The base runner is tagged when trying to reach a base, he is out. Defensive The shift is on, any first base hits to right Shift field are fielded and out instead. Double Play Has to be a runner on base. The play results in a double play, two outs go in the book. Triple Play Has to be two runners on base. The batter is caught, 2^(nd) or 3^(rd) is tagged and the remaining runner is thrown out trying to recover his baser. Note: this can be played to end an innings if an out is already in the book. Did He Go? Home plate umpire calls to 1^(st) base (or 3^(rd)) to see if the batter played a shot. The field umpire calls the strike-“Yes he Did!” Infielder The infielder fields and throws the runner out at Throw (Hm) home plate. Infielder The infielder fields and throws the runner out at Throw (1^(st)) 1^(st) base. Infielder The infielder fields and throws the runner out at Throw (2^(nd)) 2^(nd) base. Infielder The infielder fields and throws the runner out at Throw (3^(rd)) 3^(rd) base. Pick-Off The pitcher picks off a base runner who got greedy. Skills - Manager Go to The Manager decides it's time for a pitching Bullpen change. Put in your reliever or closer. Go to That Manager consults his playbook-select 3 Playbook cards from either (but not both) your Discard or Play piles, place these cards in your hand. Discard cards if you hand contains more than 7 cards. Challenge The Manager challenges the call-flip a coin, if Call the Manager wins the call is overturned. Goes to the The Manager goes to the mound and tells the Mound pitcher to “change his Stuff”. If the pitcher can he can change up to 4 “pitcher” cards out-or pretend too! Pinch Runner The guys on base can't steal but this guy can! Put in the pinch runner. Skills - Player Cards Skilled +2 pitcher cards for this pitcher. Pitcher Power Shot Any hit on this card goes for an extra base. Controlled Any out or controlled foul becomes a safe hit. An Hit uncontrolled foul becomes a controlled foul. Speed In The This guy normally can steal a base but now his Order feet have wings and he can steal bases. Slow Runner Play on an opponent's base runner if he can steal bases, now he can't. Fast Pitch For this at-bat the pitcher can throw at +5 mph. On A Heater This batter is in career best form and gets +0.05 to batting average. This card remains in play for the rest of the game. Throwing The pitcher's ERA is reduced by
 1. This card Bombs remains in play for 2 innings.


15. The method of claim 1, wherein the gameplay table is represented by: At Bat-Fast Ball (100+ mph) Matched UnMatched Other Fast Off Pitcher 100+ 100+ Ball Speed ERA Batter Avg Result Result Result Result 0-1 400+ Any Any 1st-2nd Foul-C 1-2 350+ Any 1st-2nd 1st Foul-C 2-3 300+ Any 1st Foul-C Foul- UC 3-4 250+ 1st Foul-C Foul-C Foul- UC 5-6 200+ Foul- Foul-UC Foul-UC Strike UC 6+ Other Strike Strike Strike Strike Strike Strike Strike Strike Strike Strike Strike Strike

wherein the indicated terms mean: (i) ‘Any’—any play card can be played to gain extra bases, such as Hit 2^(nd) Base, 3^(rd) Base and finally a home run. A ‘Caught’ play card can be played against all but a Home Run which requires a ‘Robbed’ play card; (ii) ‘1^(st)-2^(nd)’, —a player can automatically take 1^(st) Base or play a Hit 2^(nd) Base and take 2^(nd). A ‘Caught’ play card can be played against these results to get an out; (iii) ‘Foul C’—controlled foul, can only be caught out if a ‘Caught’ play card is played; (iv) ‘Foul UC’—an uncontrolled foul which is automatically caught; and (v) ‘Strike’—represents a strike.
 16. The method of claim 1, wherein the gameplay table is represented by: At Bat-Off Speed (ChangeUp) Matched UnMatched Other Off Pitcher ChangeUP ChangeUp Speed FastBall ERA Batter Avg Result Result Result Result 0-1 400+ Any Any 1st-3rd Foul-C 1-2 350+ Any Any 1st-2nd Foul-C 2-3 300+ Any 1st-3rd 1st Foul- UC 3-4 250+ Any 1st-2nd 1st Foul- UC 5-6 200+ Any 1st Foul-C Strike 6+ Other 1st-2nd 1st Foul-UC Strike Foul-C Foul-C Strike Strike Foul-UC Foul-UC Strike Strike

wherein the indicated terms mean: (i) ‘Any’—any play card can be played to gain extra bases, such as Hit 2^(nd) Base, 3^(rd) Base and finally a home run. A ‘Caught’ play card can be played against all but a Home Run which requires a ‘Robbed’ play card; (ii) ‘1^(st)-2^(nd)’, —a player can automatically take 1^(st) Base or play a Hit 2^(nd) Base and take 2^(nd). A ‘Caught’ play card can be played against these results to get an out; (iii) ‘Foul C’—controlled foul, can only be caught out if a ‘Caught’ play card is played; (iv) ‘Foul UC’—an uncontrolled foul which is automatically caught; and (v) ‘Strike’—represents a strike.
 17. The method of claim 1, wherein the step of selecting a predetermined number of pitch cards comprises selecting ten pitch cards.
 18. The method of claim 1, wherein the step of selecting a predetermined number of bat cards comprises selecting twelve bat cards.
 19. The method of claim 1, wherein the step of selecting a predetermined number of play cards comprises selecting five play cards.
 20. A baseball card board game comprising a playing surface with a baseball diamond indicium thereon, said playing surface further defining designated positions for each of a set of play cards, a set of pitch cards, a set of bat cards, and a selection of collectible baseball cards representative of members of a baseball team, to allow a baseball card game according to claim 1 to be played on the playing surface. 